Blood Mage
Wizards study a wide variety of arcane spells and rituals in pursuit of greater knowledge and power. Sorcerers draw upon a wellspring of innate magic available to them because of their exotic heritage. Blood mages carve their will into their own flesh, focusing their desires through offerings of blood.
Forbidden Rites
A wise mage once said, "Magic is the bloodstream of the universe." To a blood mage this is undeniable truth, and the connection is quickly drawn between the cosmic flow of energy and one's own life essence.
Blood mages have no use for spellbooks and ancient lore, nor do they rely on an otherwordly patron or deity to gift them with supernatural powers. Instead they see power as a tool to be used by those with the fortitude to do so.
Creating a Blood Mage
Creating a blood mage character demands a backstory dominated by a thirst for esoteric knowledge and forbidden secrets. What was your first experience with death? How did you learn you had an aptitude for manipulating the Weave with your blood? Did you encounter a magical creature or an ancient tome that gave you your first glimpse at the dark potential of blood magic?
Quick Build
You can make a blood mage quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Dexterity or Wisdom. Second, choose the hermit background. Third, choose the acid splash, poison spray, spare the dying, and vicious mockery cantrips, along with the 1st-level spells inflict wounds and mage armor.
The Blood Mage
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting, Dark Art | 4 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Sacrificial Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Malediction | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Malediction (2/rest) | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Dark Art Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Malediction | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Malediction (3/rest) | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Dark Art Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
16th | +5 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Malediction (4/rest) | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Dark Art Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Profane Recovery | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a blood mage, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per blood mage level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per blood mage level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
- Tools: Poisoner's Kit, Herbalist's Kit
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, History, Intimidation, and Medicine
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- a thing relevant to this class
Spellcasting
You tap into the unifying weave of magic that animates the multiverse and channel it through your blood, imposing your will on the world around you. See the PHB rules for spellcasting and the blood mage spell list at the end of this document to see what spells are available to you.
Cantrips
At 1st level you know four cantrips of your choice from the blood mage spell list. You learn additional cantrips from this list at higher levels, as shown in the Cantrips Known column of the Blood Mage table.
Spell Slots
The Blood Mage table shows how many spell slots you have to cast your Blood Mage spells of 1st level and higher. To cast one of these spells you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the blood mage spell list.
The Spells Known column of the Blood Mage table shows when you learn more blood mage spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the blood mage spells you know and replace it with another spell from the blood mage spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your blood mage spells, since your power relies on blood offerings to project your will into the world. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a blood mage spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Constitution modifier
- Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your blood mage spells. See the Adventuring Gear section of the Player's Handbook for examples.
Dark Art
Choose a dark art, which describes the path you've chosen to walk in your pursuit of power: Necromancer or Witch Doctor, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Sacrificial Magic
At second level you learn to channel forbidden power by sacrificing some of your vital essence as part of your spellcasting. Whenever you cast a spell of 1st level or higher, you can gain a bonus to one damage roll of the spell equal to 1 + the spell's level by reducing both your maximum and current hit points by the same amount. This reduction to your hit point maximum lasts until you finish a long rest.
Flexible Casting
You can use your hit dice to gain additional spell slots, or sacrifice spell slots to regain spent hit dice. You learn other ways to use your hit dice as you reach higher levels. Your dedication to this unholy practice also allows you to recover all expended hit dice after you finish a long rest.
Creating Spell Slots
You can transform unexpended hit dice into one spell slot as a bonus action on your turn. The cost is a number of hit dice equal to 1 + the spell's level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Hit Dice
As a bonus action on your turn, you can expend one spell slot and regain a number of expended hit dice up to the slot’s level.
Maledictions
At 3rd level, you gain the ability to twist your spells to suit your needs at the cost of your own health. You learn one malediction of your choice from the following list. At 6th, 9th, 12th, 15th, and 18th levels you learn one additional malediction of your choice, and you can choose one of the maledictions you know and replace it with another malediction.
When you invoke a malediction you expend one of your hit dice. While invoking a malediction, but before it affects the target, you may choose to amplify its effect by suffering damage equal to a roll of the spent hit die. An amplified malediction gains an additional effect, noted in its description. Creatures that do not have blood in their bodies are immune to Maledictions (DM’s discretion).
You can use this feature once. You regain expended uses when you finish a short or long rest. Beginning at 5th level, you can use your Maledictions feature twice between rests, at 10th level you can use it three times between rests, and at 17th level, you can use it four times between rests.
Malediction of Agony As a bonus action, you curse a creature that you can see within 30 feet of you to painfully swell until the end of your next turn. For the duration of this curse, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.
Amplify. This effect lasts for 1 minute. At the end of each of its turns, the cursed creature can make a Constitution saving throw. On a success, this effect ends.
Malediction of Binding As a bonus action, you can attempt to bind a creature you can see within 30 feet that is no more than one size larger than you. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have their speed be reduced to 0 until the end of your next turn.
Amplify. This malediction lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the affected creature can make another Strength saving throw. On a success, the effect ends.
Malediction of Corrosion As a bonus action, a creature you choose within 30 feet of you becomes poisoned for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.
Amplify. A creature poisoned by this malediction suffers 1d8 poison damage every time it fails its Constitution saving throw to end this curse at the end of its turn.
Malediction of the Eyeless When a creature you can see within 60 feet that is not immune to blindness makes a weapon attack, you can use your reaction to temporarily blind it, imposing disadvantage on the attack roll.
Amplify. The affected creature is blinded until the end of the turn.
Malediction of Fear As a bonus action, you magnify the adrenaline in the body of a creature within 30 feet of you, making them susceptible to forceful influence. Until the end of your next turn, all creatures have advantage on Charisma (Intimidation) checks directed at the target creature.
Amplify. The next Wisdom saving throw the target makes before this curse ends has disadvantage. Once you have amplified this blood curse you must finish a long rest before you can amplify it again.
Malediction of the Marked As a bonus action, you can mark a creature you can see within 60 feet. Until the end of your turn, all bonus damage you deal to the creature with your Sacrificial Magic feature is doubled.
Amplify. You cause the marked creature to also lose resistance to your bonus damage from Sacrificial Magic until the beginning of your next turn.
Malediction of Shielding When a creature you can see casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell. You gain a bonus to the initial saving throw against that spell equal to your Constitution modifier (minimum of 1). This effect is invoked before the saving throw is rolled.
Amplify. You grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell as well.
Malediction of Vulnerability When a creature you can see within 30 feet is hit by an attack or spell, you can use your reaction to temporarily weaken their resilience against it. Until the end of the turn, the target loses resistance to the damage types of the triggering attack or spell.
Amplify. The target's resistance is lost until the end of your next turn.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Profane Recovery
At 20th level, you regain 4 hit dice whenever you finish a short rest.
Dark Art: Necromancy
You are touched by death, and have an affinity for manipulating the energy that animates creatures of flesh and bone. Perhaps you died once, briefly, and were brought back from the darkness just in time. Or maybe you survived being exposed to powerful necromantic magic and were transformed by that experience.
Channeling this dark power affects your appearance, leaving visible signs that the magics you wield are unholy in nature. Perhaps you look deathly ill at all times, or your veins are unusually dark and vivid against your tight skin.
Necromancer Features
Level | Feature |
---|---|
1st | Soul Reaper |
6th | Minion Master |
14th | Death Magic Savant |
18th | Keeper of Souls |
Soul Reaper
At 1st level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Minion Master
At 6th Level, you master the ability to reanimate the corpses of fallen enemies. When you slay a creature of flesh and blood, you can use an action to magically reshape parts of its corpse to create a nightmarish minion, which uses the ghoul statistics from the Monster Manual. Roll initiative for the minion, which has its own turns. It obeys your verbal commands, and it gains a bonus to its attack rolls equal to your Constitution modifier (minimum of +0).
The minion remains in your service until the end of your next long rest, at which point it disintegrates. Once you raise a minion with this feature, you can’t use it again until you finish a long rest.
Additionally, when you create an undead using a necromancy spell, it has the following benefits:
- The creature’s hit point maximum is increased by an amount equal to your blood mage level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Death Magic Savant
Starting at 14th level, you can bring undead under your control, even those created by others. As an action, you can expend a hit die and choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your blood mage spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Keeper of Souls
Starting at 18th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
Dark Art: Runecarver
You discovered how to enhance the power of your blood magic using the supernatural magic of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied and adapted the giant’s craft. In time, you learned how to carve runes into your body and invoke their magic, ultimately becoming a Runecarver.
Runecarver Features
Level | Feature |
---|---|
1st | Bonus Proficiencies, Disciplined Flesh, Rune Magic |
6th | Defensive Runes |
14th | Resilient Flesh |
18th | Rune Mastery |
Bonus Proficiencies
At first level, you gain proficiency with Calligrapher’s Supplies, and you learn to speak, read, and write Giant.
Disciplined Flesh
Your body has become accustomed to the offering of blood in exchange for power. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, your skin is thick and calloused, toughened from hours of painful rituals. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Rune Magic
You learn how to use runes to enhance your magical abilities. When you gain this feature at 1st level, you learn two runes of your choice which you carve into your flesh, leaving visible scars (see “Rune Options”). Because of their magical nature, your runes persist on your flesh until you replace them with new ones, even when you are healed with powerful magics.
Each time you gain a level in this class, you can replace one rune you know with a different one, causing the previous rune to magically disappear from your flesh as the new one is carved into it.
Rune Options
Here are rune options for the Rune Magic feature. They are all magical effects. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier:
Haug (Hill Rune) This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Ild (Fire Rune) This rune’s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Ise (Frost Rune) This rune’s magic evokes a frost giant’s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Skye (Cloud Rune) This rune’s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Stein (Stone Rune) This rune’s magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Uvar (Storm Rune) Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you have a bonus to your initiative equal to your Intelligence modifier (minimum +1).
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can’t do so again until you finish a short or long rest.
Defensive Runes
At 6th level you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2). In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).
Resilient Flesh
The magic of your runes further bolsters your physical defenses. At 10th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).
Rune Mastery
You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).
Dark Art: Witch Doctor
For ages beyond measure, primitive cultures have both honored and feared the strange, seemingly miraculous powers of witch doctors. Mixing their blood with toxins and potent venoms from native beasts and plants, these enigmatic sages and gifted healers were once the ultimate authority on all things supernatural.
Now a forgotten relic of the past, a witch doctor is a rare sight in settled lands. Still, occasionally a great catastrophe or natural disaster might drive a savage people out of their homeland, bringing their mysterious brand of tribal magic into conflict with more civilized folk.
Witch Doctor Features
Level | Feature |
---|---|
1st | Tribal Leader |
6th | Venomous Proficiency |
14th | Death Magic Savant |
18th | Blood Thrall |
Tribal Leader
You inspire awe and reverence with your supernatural abilities. Starting at 1st level, you know the thaumaturgy cantrip, and it does not count against your number of cantrips known.
As an action, you can project a beguiling and fearsome aura which causes each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your blood mage spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Venomous Proficiency
At 6th level, your command of venoms and toxic plants has become masterful, and you can translate that benefit to others through your blood magic, either to harm or to heal. When you cast a spell that deals acid or poison damage, you gain a bonus to one roll of the spell equal to your Constitution modifier (minimum of +1).
In addition, you can cast lesser restoration without expending a spell slot. You can do so a number of times per day equal to your Constitution modifier (minimum of once).
Toxic Savant
By 14th level, you have been exposed to so many toxins and unlocked their secrets that they pose little risk to you, and you can easily identify and cure certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
In addition, you can cast greater restoration once without expending a spell slot and without providing the material component. You regain the ability to do so when you finish a long rest.
Blood Thrall
Beginning at 18th level, you can use the potent magic in your blood to infect a humanoid’s mind and bind it to your will. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Blood Mage Spell List
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Chill Touch
- Frostbite
- Infestation
- Guidance
- Mage Hand
- Magic Stone
- Message
- Poison Spray
- Produce Flame
- Resistance
- Spare the Dying
- Toll the Dead
- Vicious Mockery
1st Level
- Armor of Agathys
- Arms of Hadar
- Bless
- Bane
- Cause Fear
- Cure Wounds
- Detect Poison and Disease
- Dissonant Whispers
- Entangle
- Expeditious Retreat
- False Life
- Find Familiar
- Fog Cloud
- Hellish Rebuke
- Hex
- Hideous Laughter
- Inflict Wounds
- Jump
- Mage Armor
- Ray of Sickness
- Shield
- Sleep
- Thunderwave
- Unseen Servant
- Witch Bolt
2nd Level
- Aid
- Alter Self
- Augury
- Blindness/Deafness
- Blur
- Cloud of Daggers
- Darkness
- Darkvision
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Hold Person
- Invisibility
- Levitate
- Locate Animals or Plants
- Magic Weapon
- Mirror Image
- Protection from Poison
- Ray of Enfeeblement
- See Invisibility
- Shadow Blade
- Shatter
- Spider Climb
- Spike Growth
- Web
3rd Level
- Animate Dead
- Bestow Curse
- Counterspell
- Dispel Magic
- Erupting Earth
- Fear
- Feign Death
- Fly
- Gaseous Form
- Glyph of Warding
- Haste
- Hunger of Hadar
- Life Transference
- Magic Circle
- Mass Healing Word
- Phantom Steed
- Plant Growth
- Revivify
- Sending
- Slow
- Speak with Dead
- Speak with Plants
- Stinking Cloud
- Summon Lesser Demon
- Tiny Servant
- Tongues
- Vampiric Touch
- Water Breathing
4th Level
- Arcane Eye
- Banishment
- Blight
- Control Water
- Death Ward
- Dominate Beast
- Giant Insect
- Grasping Vine
- Greater Invisibility
- Locate Creature
- Polymorph
- Resilient Sphere
- Shadow of Moil
- Sickening Radiance
- Stoneskin
- Summon Greater Demon
- Vitriolic Sphere
5th Level
- Animate Objects
- Antilife Shell
- Circle of Power
- Cloudkill
- Contagion
- Danse Macabre
- Destructive Wave
- Dominate Person
- Enervation
- Geas
- Hold Monster
- Infernal Calling
- Insect Plague
- Mass Cure Wounds
- Negative Energy Flood
- Passwall
- Planar Binding
- Raise Dead
- Telepathic Bond
- Teleportation Circle
6th Level
- Arcane Gate
- Bones of the Earth
- Circle of Death
- Contingency
- Create Homunculus
- Create Undead
- Disintegrate
- Eyebite
- Flesh to Stone
- Forbiddance
- Harm
- Heal
- Magic Jar
- Move Earth
- Soul Cage
- Tenser's Transformation
- True Seeing
- Wall of Thorns
7th Level
- Crown of Stars
- Etherealness
- Finger of Death
- Fire Storm
- Forcecage
- Plane Shift
- Power Word Pain
- Prismatic Spray
- Regenerate
- Resurrection
- Sequester
- Simulacrum
- Symbol
8th Level
- Antimagic Field
- Antipathy/Sympathy
- Clone
- Dominate Monster
- Earthquake
- Feeblemind
- Horrid Wilting
- Maddening Darkness
- Maze
- Mighty Fortress
- Mind Blank
- Power Word Stun
- Telepathy
9th Level
- Astral Projection
- Imprisonment
- Invulnerability
- Mass Heal
- Mass Polymorph
- Power Word Heal
- Power Word Kill
- Psychic Scream
- Shapechange
- Time Stop
- True Polymorph
- True Resurrection
- Weird
- Wish